Commit Graph

145 Commits

Author SHA1 Message Date
Jonathan Li 8b6ffc3f45 gsdx:ogl: Remove unused variables
Fixes some clang warnings.
2018-08-07 00:15:10 +01:00
Jonathan Li 0cde534e30 gsdx: Prefix std:: to min and max 2017-09-08 09:56:28 +02:00
Jonathan Li d57b812f36 gsdx: Prefix std:: to string and to_string 2017-09-08 09:56:28 +02:00
Gregory Hainaut dad4ab1980 gsdx ogl: Deleted objects are automatically unbound/unmapped 2017-04-08 14:40:54 +02:00
Gregory Hainaut fbf7ccbdda gsdx: by default new will throw std::bad_alloc
So catch/use it and don't bother with GSDXErrorOOM
2016-10-13 20:44:59 +02:00
Gregory Hainaut 1b9b47dd6a gsdx mipmap:ogl: add capabilities to automatically generate mipmap layer 2016-10-13 20:16:38 +02:00
Gregory Hainaut dbb4bdf59f gsdx mipmap:ogl: add GL_TEXTURE mipmap support
* Allocate more memory for extra layers
* Allow to upload data in any layers
2016-10-13 20:16:38 +02:00
Gregory Hainaut 76bd968c59 gsdx mipmap: extend texture/cache to support a layer parameter 2016-10-13 20:16:38 +02:00
Gregory Hainaut 955a69b16e gsdx ogl: fix GT4 regression (wrong texture on timing) 2016-10-02 12:16:48 +02:00
Jonathan Li 2b2042e1c2 gsdx: Allow screenshot compression level to be changed
At higher resolutions it takes too much time to save a screenshot at the
maximum compression level. So let's allow the user to set the
compression level.

This re-uses the png_compression_level setting. The default compression
level is 1 for speed, but if the user wishes to increase the compression
level (without using an external tool) and doesn't mind if the
screenshot takes more time to save then they can increase the
compression level up to a maximum of 9 (which can take quite a while).

Fixes #1527.
2016-08-20 14:01:24 +01:00
Gregory Hainaut 15db7eeb81 gsdx: use correct format in printf
u => unsigned
d => signed

zu => size_t
2016-08-13 12:48:35 +02:00
Gregory Hainaut 85fb55a0e1 gsdx ogl: memory management take 3
Add a factor 2 on the VRAM to get the quantity of available memory for the textures.
The driver is allowed to put some textures in RAM. Of course it is bad for performance
but it won't crash.

Due to the 4GB by process limit, I keep a (reasonable) maximum of 3.8GB.

In order to avoid a crash when memory is too low an exception will be risen
with no guarantee on rendering and big performance impact. In this situation
you ought to reduce upscaling/disable large framebuffer.
2016-07-10 10:23:23 +02:00
Gregory Hainaut a37cd40ce3 gsdx ogl: only print an error when VRAM is low
Until a better solution is found or people buy better GPU :)
2016-07-09 11:43:28 +02:00
Gregory Hainaut 7e2b3da928 gsdx ogl: monitor global GPU memory texture usage
So far there is a hardcoded limit at ~3.7GB

In the future, the limit will be reduced for low-end GPU.
2016-07-07 22:05:15 +02:00
Gregory Hainaut 79587215bb gsdx ogl: add the option force_texture_clear for test purpose
Might be completely useless.

1 => always clear framebuffers and textures to black (aka 0)
2 => always clear framebuffers and textures to red
2016-06-24 18:41:55 +02:00
Gregory Hainaut 113c78b67e gsdx ogl: replace eight 8MB PBO with a single fat 64MB PBO
It ought to be the same in performance but code will be easier this way

v2: print the sync status
v3: use a performance print so it doesn't spam the console
2016-06-18 14:59:19 +02:00
Gregory Hainaut fca2661e05 gsdx ogl: add a pretty name to various opengl opengl 2016-06-09 18:27:58 +02:00
Gregory Hainaut a9c18c57e4 gsdx option: use the new GetConfig* function
v2:
add PSX stuff
ssakash review
2016-05-28 10:07:27 +02:00
Gregory Hainaut f5b174f985 gsdx ogl: pitch is always the width of the transfer not the size of the texture 2016-05-16 19:20:01 +02:00
Gregory Hainaut fa921215d9 gsdx ogl: add GL_ARB_get_texture_sub_image extension support
could help to read back a portion of a texture
2016-05-16 18:58:33 +02:00
Gregory Hainaut 37e4d2bd48 gsdx ogl: update old comment 2016-05-16 18:58:33 +02:00
Gregory Hainaut 5b061e062c gsdx ogl: replace ClearRenderTarget_i by glClearTexSubImage
Avoid state change, avoid potential texture buffer reallocation

Note: require GL_ARB_clear_texture
2016-05-15 15:55:31 +02:00
Gregory Hainaut caacb1dc9f gsdx-ogl: add texure clear function (GL4.4) 2016-05-15 14:57:11 +02:00
Gregory Hainaut d58b71688b gsdx debug: auto GL_POP
Nicer and exception safe

V2: miss definition of vs/ps
2016-05-05 18:53:32 +02:00
Gregory Hainaut 87867beb0e gsdx-ogl: remove the invalidation of texture
It doesn't help the perf and only create overhead (test done on snow engine game)
2016-04-21 21:07:17 +02:00
Gregory Hainaut 2e567d6d55 gsdx ogl: update comment
something to test in the future
2016-04-14 10:19:18 +02:00
Gregory Hainaut 22a40b65ae gsdx-ogl: always use 1 for GL_UNPACK_ALIGNMENT
Avoid a gl function call for each texture uploads
2016-04-11 12:45:11 +02:00
Gregory Hainaut a62019a3fd gsdx-ogl: found_GL_ARB_buffer_storage is now mandatory 2016-04-07 22:17:22 +02:00
Gregory Hainaut 8dee7daeb9 gsdx-ogl: init textures for all formats
CID 150171
2016-03-30 19:56:19 +02:00
Gregory Hainaut 205b496d5c gsdx: fix gl recording regression 2016-03-21 18:52:26 +01:00
Gregory Hainaut 7eb242d3ad gsdx-ogl: remove the ogl_texture_storage option
The previous commits make PBO faster for all drivers.
2016-03-19 01:00:52 +01:00
Gregory Hainaut 68aa182b16 gsdx-ogl: sort the texture upload code
I wanted to do a separate path for palette texture. So far, it isn't very
conclusive.
2016-03-19 00:58:58 +01:00
Gregory Hainaut eb69522641 gsdx-ogl: optimize texture memory upload
Previous code was
1/ unpack texture into local buffer
2/ copy local buffer into gl buffer
3/ copy gl buffer to texture

New code is
1/ unpact texture directly into gl buffer
2/ copy gl buffer to texture

Perf increase (done in native)
DQ8:   255 -> 270 (+5%)
Colin: 126 -> 135 (+8%)
ZoE:   50  -> 54  (+8%)
2016-03-18 20:24:42 +01:00
Gregory Hainaut da741e294e gsdx-ogl: optimize GPU->CPU memory transfer size
Might help for snow engine game (a little)

Previous code use to read the full texture whereas now it will be limited
to the size of the useful data.
2016-03-18 20:24:42 +01:00
Jonathan Li 6b950d0408 gsdx: Allow dump and capture PNG compression to be changed
Valid values for png_compression_level are from 0 (no compression) to 9
(max compression). The default is 1.

v2: Use zlib Z_BEST_SPEED (1) and Z_BEST_COMPRESSION (9) defines.
2016-03-02 22:58:45 +00:00
Jonathan Li cf939620ea gsdx-ogl: Save depth image as RGB and alpha images 2016-03-02 22:57:16 +00:00
Jonathan Li ee5861efc8 gsdx: Remove non-PNG code
It's no longer in use.
2016-03-02 22:57:12 +00:00
Jonathan Li 87dcfbc645 gsdx-png: Use libpng directly instead of via png++
v2: Increase compression to maximum
v3: Add zlib to GSdx build dependencies
v4: Reduce memory usage
2016-03-02 22:48:54 +00:00
Jonathan Li 0f11838d93 gsdx: s/_WINDOWS/_WIN32/
It's the proper Windows preprocessor macro.
2016-01-27 22:41:45 +00:00
Gregory Hainaut 022cd9cd64 gsdx: s/u32 pointer/uptr/ 2016-01-16 14:34:00 +01:00
Gregory Hainaut a595a09fbd gsdx: increase buffer to have crash in case of overflow
Avoid a crash on Onimusha3 (PAL 60HZ)

In theory it will be better to find the root cause of overflow. I.e. somewhere in this
code below. Dirty rectangle is too big.

***********************************************************************
if(rowsize > 0 && offset % rowsize == 0)
{
    int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;

    if(r.bottom > y)
    {
        GL_CACHE("TC: Dirty After Target(%s) %d (0x%x)", to_string(type),
                t->m_texture ? t->m_texture->GetID() : 0,
                t->m_TEX0.TBP0);
        // TODO: do not add this rect above too
        t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top - y, r.right, r.bottom - y), psm));
        t->m_TEX0.TBW = bw;
        continue;
    }
}
***********************************************************************

So as a temporary solution (that will likely stay for a couple of
years), buffers were increased.
2015-12-28 21:40:06 +01:00
Gregory Hainaut 3e4c3353ce gsdx-ogl: missing break 2015-11-06 23:01:58 +01:00
Gregory Hainaut 0958b9db8e gsdx-ogl: use the standard openGL name
Function pointer was mangled to avoid any collision. Nowadays all symbols
are hidden so no risk of collision.

Syntax is nicer beside it would allow to put back GLES3.2. I think it
supports most of the used extension.

glActiveTexture & glBlendColor are provided without symbol query.
2015-10-17 17:05:15 +02:00
Gregory Hainaut d822b6bd1a gsdx-ogl: add some comments for the future 2015-08-08 09:17:06 +02:00
Gregory Hainaut b17803bb34 gsdx-ogl: wipeout of GL_ARB_bindless_texture
Code is completely broken. It doesn't help to improve speed.

Remove 200 lines ;)
2015-08-08 09:16:49 +02:00
Gregory Hainaut 46a1525668 gsdx-ogl: support various texture format creation
Such as GL_RGBA32F/GL_RGBA16F/GL_RGBA16UI/GL_RGBA16I/GL_RGBA16

Not yet used
2015-07-30 18:22:59 +02:00
Gregory Hainaut 6f9a89dcf2 gsdx-debug: print memory usage of all textures pools
It is a bit crude but it allow to see the impact of code and options.
2015-07-10 22:35:26 +02:00
Gregory Hainaut 3f6edc39cf gsdx-linux-gui: update option
Add mipmap for SW
Add tc depth for HW

Remove nvidia MT, always on
2015-07-01 09:36:54 +02:00
Gregory Hainaut 8393ba56d6 gsdx-ogl: rework palette texture handling
Redirect the red channel to alpha channel for 8 bits texture.

It avoid special management in the shader
2015-06-24 19:50:09 +02:00
Gregory Hainaut d3d5a436ea gsdx-ogl: add code to read back depth texture 2015-05-20 08:07:40 +02:00